The vertex color view mode in the vertex painting editor mode ceases to work when the project setting "Extend default luminance range in auto exposure settings" is enabled.

Rendering - Dec 31, 2019

When "Extend default luminance range in auto exposure settings" is enabled, the Color View Mode in the vertex painting editor mode ceases to work and without any warning to the user. ...

Sequencer evaluation can skip events due to gaps in frame number ranges

Sequencer - Dec 18, 2019

Sequencer rounds when converting time ranges to frame number ranges, which can cause one frame gaps. If an event falls on that gap, it will not be triggered.  ...

Morph target LOD over 0 not worrking with GPU skin

Rendering - RHI - Dec 17, 2019

I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...

UAIPerceptionSystem::Tick() has a chance of not being called after level reloading

Gameplay - AI - Dec 16, 2019

UAIPerceptionSystem::Tick() is not called after level reloading. When Debugging, UAIPerceptionSystem::CurrentTime is always 0, and UAIPerceptionSystem::SourcesToRegister always contains sources to ...

Character Movement Mode in Water Volume is affecting all clients

Gameplay - Player Movement - Dec 16, 2019

Strange behavior concerning Character Movement Network Replication and a Water Physics Volume.  Upon entering water volume, Character Movement mode is set to swimming, however if more than one clien ...

Mentioning "_Validate" suffix in code comments to function names causes Compiler error

Core - UnrealHeaderTool - Dec 13, 2019

When mentioning the _Validate Suffix in code comment, Visual Studio compiler throws an error. ...

Sub Instance Root Motion issues

Anim - Dec 10, 2019

Using multiple Sub instances with root motion does not behave as expected. With both the parent and sub instances set to 'Root Motion from Everything': In 4.22, too much root motion occurs. In ...

Grandchild actor with IsEditorOnly enabled is duplicated during save the level.

Gameplay - Components - Dec 6, 2019

IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...

Physics does not replicate for non root components

Physics - Dec 4, 2019

A root component can be properly replicated, but non-root components won't have their collision replicated, only their visible mesh.  ...

Instanced Foliage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved.

Tools - Foliage - Dec 2, 2019

Instanced Foilage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved. Note:  The foliage will move if the base actor is moved directly, inde ...